File: spv.ext.ShaderTileImage.subpassinput.frag

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#version 450
#extension GL_EXT_shader_tile_image : require

precision highp float;

layout(set = 0, binding = 0, input_attachment_index = 0) uniform subpassInput i;

layout(location = 0) out vec4 fragColor;

void main()
{
  fragColor = subpassLoad(i);
}